9:47pm, January 18, 2011
The world as we know it has been destroyed. Cities crumbled, towers toppled, castles crushed, men mangled and graves full. Magic is no more the revered thing it once was, having been fully responsible for this tragedy, and the tides have turned on those who wield it. What few nobles remained have fought over rule of this land harshly, and even fewer remain alive today because of it. What nobles have risen to power rule with an iron fist, commanding the few elite troops that were able to survive the magical culling to cut down any mage they see.
Unlike their predecessors, these nobles have not only learned the ways of war, they are tactical geniuses. Since it is impossible to detect magic without using magic, “witch hunts” have begun, as started by the nobles, in order to “weed out the evil” in society, or so they say. Churches belonging to all deities except one, Yunlah, have been razed in an effort to further exterminate the use of magic. Under cover of darkness, however, magic lingers behind the scenes, even as high up as in the nobles' own close circle.
One such mage, though secret, seeks to eliminate all other magic users so as to ensure that his line remains the most superior bloodline of any noble. This is known to the other nobles, however, they only suspect it, and they are wary of one another, for they are unsure of which of them are mages. Few members of the lower classes are even aware of mages in the company of their lords, and so riots have been kept quiet with money and malevolence, of one form or another. In order to bend the masses to their will, the nobles have taken to a rather strict tactic— they own and distribute all the food, and collect taxes in return for them. No cattle may be kept by commoners, nor any fields owned by the same.
To this end the nobles have also come up with a creative plan to keep the peasants in line. Not only is the food less costly to them as exchanged for taxes, but it is guarded by a highly skilled, extremely disciplined soldiers, each of whom is a null. “Tested by fire” is their brand, and they wear it proudly. Cunning, sharp, and extremely efficient at killing, these men will stop at nothing to kill a mage, and they are rewarded handsomely for their efforts. They guard the food and the nobles, and they are known as “Shadows,” to most.
Only two known wizards yet remain alive in the world due to this state of being, and both of them are extremely well known for their necromantic abilities. Rhyss, the Black Coat of Hazen Forest, has kept the nobles and all of their troops at bay by residing in the forest and becoming completely undetectable. Legato, Pale hand of Sheshvaleria, resides within his fortress, apparently unchanged by the magic culling. Reports have come from troops attempting to enter his fortress that more of his “superior undead” than ever inhabit there.
Rumors have also spread about a dragon more powerful than any demon or god who inhabits a city entirely to himself, yet anyone who ever entered would swear the city was full of life. The city exists in the vast desert of Kamesh, though no one can ever accurately predict exactly where it would be found, almost as if the city itself moves.
Echoes of what was lost can be found in an oasis in the wastelands to the east of what remains of the civilized world, small bits and pieces of magic left somewhat untouched. One such oasis is a fountain which never runs dry, no matter how much is taken from it. While the nobles decidedly hated it, citing it as poisonous, commoners have built a makeshift city around this water source.
The sigils of magic remain within their elements, hidden from man and yet so close he may as well be breathing the mana in and out. Those who seek these powerful sigils will certainly find them... though who knows what else they may find when they do. The druid's sigil lies in a forest so confounded with mutations and abominations that no one would ever want to find it. The fire seal lays in the land of ice, burning brightly despite the snow, so far from man and yet so close. The earth sigil is found in the wayward desert of corruption on an island the size of a continent. Poison's crest is within reach... if you dare cross the river it infects. The sigil of ice is found within a castle of frost, guarded by holy horrors and gated by heaven's hellions. The windy mountains of the other continent howl with the wind crest. Death's seal is portrayed as accurately as it ever was... never yet ever changing and always yet never hidden in the dark. Water's crest is found in a maelstrom in the oceans, any captain wild enough could just bring back water magic... if he didn't lose his life in the process.
The faintest remnants of traces can be found of the druids in the forest north of the Great Lake Orion, along with several tamed beasts... as well as ones that the druids were not responsible for, nor have they tamed. Be warned, if you intend to visit, it may cost you more than a few friendly gestures.
As a final note of courtesy to players and people who may read this and be interested in it: A character named Correandor will be playing in this role play, and is quite a powerful villain. He has several understudies throughout this world, and each has a controlling interest in something that they do. If you do manage to identify one, bear in mind, please keep in character about it. Correandor's corruption is a very potent, infectious thing, and the simple act of shaking hands with the dragon may cause utter corruption in a person, human especially, null or no. You may attempt to make characters as powerful as this one, but bear in mind that I have brought this character into this role play as a plot device. He's a dragon, he schemes, he plots, and he executes, but rarely does he get his hands dirty. If you intend to take on this character, just be warned: it will be a long, hard, well earned victory, if you should manage to take it.
As a final note overall, please note that for the time being we will limit the overall travel of players to a few of the towns, until there is a proper population to the room in order to facilitate rping with one another. If you wish to have another of the listed locations you may request it to either Nero or Correandor, and your suggestion will be considered. Bear in mind that flooding can apply to this as well.
Edited 7:07am, January 19, 2011 by Nero, moderative.